Jump to content

nexodexo

Members
  • Posts

    33
  • Joined

  • Last visited

Everything posted by nexodexo

  1. Actually, I just discovered the mod staging folder (defined in Settings > Mods). There, I see the full mod names as they appear in Vortex, though slightly different (Bijin NPCs v1.2 in the mod list shows as Bijin NPCs v1.2-71054-1-2 in the staging folder). I can just select all the folders and shift+right-click to copy the paths to clipboard. Still, maybe someone else might want to know a more intuitive means to do this.
  2. I want to export my Skyrim LE mod list to a text file so that I can transfer it to my new rig and start looking for the same mods for SE/AE. I know there are loadorder.txt and plugins.txt in one of the Vortex folders that have your entire mod list, but it's just the non-descriptive filenames like TKAA.esp which doesn't help in searching the mod on Nexus. I want to export a list just like you would see it on the Mods tab. Using Vortex 1.7.8 on Windows 7 (new machine is Windows 11).
  3. I've never seen this. I use Brave btw.
  4. When you search for a mod, you are unable to edit your criteria after it is submitted. It seems that an API call is made in JS behind the scenes: https://search.nexusmods.com/mods?terms=warmth&game_id=110&blocked_tags=&blocked_authors=&include_adult=1Would be helpful to persist this criteria across searches so that you can refine your search if necessary instead of having to type it all back in. Also, as a side question, are there any limitations to calling this endpoint directly? If not, I might create a utility that allows me to search for mods using this endpoint directly.
  5. An IsCoomer flag would work. select * from mods where iscoomer = false;
  6. Never mind. I figured out how to do it. I got the Bethesda Toolkit utility here: https://www.nexusmods.com/skyrim/mods/101736?tab=description I used that to export the .esp to XML. I then wrote some quick and dirty c# to parse it out into a flat file which I prettied up in LibreOffice for printing out. I may as well share the code, though it's nothing special. public static void IngredientExport() { var doc = new XmlDocument(); doc.Load(@"c:\path\to\modxml.esx"); //get all the ingredients and their effect ids var ingredients = doc .SelectNodes("plugin/GRUP[@label=\"INGR\"]/INGR") .OfType<XmlElement>() .Select(x => new { id = x.GetAttribute("id"), name = x.SelectSingleNode("FULL").InnerText, effectIds = x.SelectNodes("EFID").OfType<XmlElement>().Select(efid => efid.InnerText).ToArray() }) .ToArray(); //get all effects and map them to the above ingredients var effects = doc .SelectNodes("plugin/GRUP[@label=\"MGEF\"]/MGEF") .OfType<XmlElement>() .Select(x => { var id = x.GetAttribute("id"); var effect = new { id, name = x.SelectSingleNode("FULL").InnerText, ingredients = ingredients.Where(ing => ing.effectIds.Contains(id)).OrderBy(x => x.name).ToArray() }; return effect; }) .Where(x => x.ingredients.Length > 0) .OrderBy(x => x.name) .ToList(); //build the flat file var flat = effects .Select(e => $"{e.name}\r\n{e.ingredients.Select(i => i.name).ToNewLineDelimitedString()}") .ToDelimitedString("\r\n\r\n"); }
  7. I am using Apothecary for LE here: https://www.nexusmods.com/skyrim/mods/109298 It overhauls alchemy ingredients, so almost all of them have brand new effects. This renders my current potion/ingredient list unusable, so I want to make a new one since I can't find an existing list. I opened the mod in TES5Edit and I can see all the ingredients and their effects as shown below. If I could export all of this into some format, I could parse it with c# and build my own list. Would be useful for other mods that overhaul alchemy or anything else. Anyone know if this can be done using TES5Edit or any other tool? See attachment for screenshot of TES5Edit screen.
  8. I checked my Windows Defender logs and I don't see any file there resembling that. What is the solution to this issue? What files am I missing?
  9. Looks like someone posted about this on github: https://github.com/Nexus-Mods/Vortex/issues/9371 Quickbms Support is enabled on mine.
  10. First, I want to say that I just typed out this entire post and, when I clicked save, had to go through a Cloudflare redirect that took me back to the main thread page where my post did not appear. Anyway, I have two issues: 1) I get a message that an update is available. When I click it, Vortex shuts down and doesn't restart. When I restart it manually, nothing happens and the message remains. 2) I get the yellow message. When I click "Fix", it shows me the red message. When I click "More", it shows me the dialog below. I can't find anything named "re-engine-wrapper" in any of the tabs in Vortex. Not sure what to do at this point. Edit: I am trying to attach screenshots, but Nexus is telling me "You are not allowed to use that image extension on this community." Edit 2: I guess you can't copy/paste images directly into the message. I had to use the attach option.
  11. I don't see anything in there, but I did look in here: C:\Users\username\AppData\Roaming\Vortex\skyrim\profiles\Q7ZDX5iVR loadorder.txt there seems to match the list in plugins when I sort by load order, so maybe this answers the question
  12. I want to export a flat file of every enabled mod I have installed in their proper load orders. If this feature does not exist, surely there is some kind of Vortex data file I can read/parse to get the info?
  13. Thanks, this looks exactly like what I was looking for. However, something isn't working right. When I go to this URL that uses page:20, it initially navigates to page 20, but an AJAX call is invoked a few seconds after page load that resets the list back to page 1: https://www.nexusmods.com/skyrim/mods/trendingalltime/?RH_ModList=nav:true,home:false,type:0,user_id:0,game_id:110,advfilt:true,include_adult:true,sort_by:OLD_endorsements,order:DESC,show_game_filter:false,page_size:20&BH=1&RH_ModList=nav:true,home:false,type:0,user_id:0,game_id:110,advfilt:true,include_adult:true,sort_by:OLD_endorsements,order:DESC,show_game_filter:false,page_size:20,page:20 Edit: Hold on, it works fine when I click the link above. Something weird is going on. Let me see if I can figure out how to reproduce it. I figured it out, and it's probably not worth fixing unless it's one line of code. If you navigate to the link above, use the UI to go to the next page, and then attempt to manually edit the page number in the query string, it will initially load at the page you specified, but will then AJAX back to the original page. However, if you edit the page in the query string, copy the entire URL, and paste it into a new tab, it will take you to the proper page and remain there. Refreshing the page or doing a CTRL+F5 has no effect on preventing the AJAX reload.
  14. I was just using that lastupdatedby as an example. It could be any parameter that I want to bookmark.
  15. I am gradually browsing mod categories looking for any mod that stands out as interesting. Since there so so many pages in any particular list, I want to be able to bookmark the page so that I can come back to it later to resume. It doesn't seem that there is a page query string parameter in the URL. Instead, it uses AJAX calls to fetch the next page, but bookmarks only use URLs. Ideally, I am looking for something like this: https://www.nexusmods.com/skyrim/mods/categories/29/?page=10I've noticed that the parameter BH=x appears in the query string after you advance a page the first time, but it doesn't seem to have any noticeable effect on selecting the page itself. Edit: I'd also like to save the filters and sorting to a bookmark, but it seems those are pass via AJAX as well. Any way to get a URL like this: https://www.nexusmods.com/skyrim/mods/categories/29/?page=10&sortby=lastupdated&order=desc
  16. I think I agree with this, though I seem to always read the label before clicking a button. I do think any submit-like button should be on the bottom leftmost corner of the dialog.
  17. That would also work, but there are a hundred ways you could do it. If I were coding the solution professionally, I would go with the modal design. Not complicated at all as there are all kinds of widgets you can download that do this for you without having to write but a single line of code to call the proper function. They can also be styled to match the site's layout. Another way would be to just do away with the LEAVE COMMENT button and have the comment form always display. It doesn't take up that much real estate and would remove a few moving parts that could break or cause confusion.
  18. When you click ADD COMMENT in a mod thread, the comment text box appears as expected. However, too many times I will click the ADD COMMENT button again thinking it's the submit button which just hides the comment box HTML element. Sometimes, I assume it posted and just move on only to find that I have to retype it later. I think either of these solutions would be a good idea: Disable the ADD COMMENT button when the comment box is open. Allow the CANCEL button to collapse the box and then re-enable the buttonWhen ADD COMMENT is clicked, open the whole comment element in a modalI am more conscientious of this now having been burned by it several times, but I got nailed by it again in my haste to post a comment.
  19. I have version 1.4.1 of this mod installed: Floating Damage https://www.nexusmods.com/skyrim/mods/87895 However, 1.5.1 exists, but Vortex is neither detecting the update through its routine check nor when I try to manually update by right-clicking the mod and choosing "Check for Update".
  20. If you have to uninstall a mod, just delete the mod data from the game folder. When you want to reinstall it, just unpack the archive into the game folder again. Edit: What I'm saying is that it doesn't seem efficient to consume this much extra HD space. If it's for backup, it should be optional. Nothing is really lost having to redownload a mod again in the event that something causes the files to be deleted.
  21. I didn't know the Downloads folder even existed. I assumed that, when you added an archive file to Vortex, it just unpacked it to the staging folder. I looked in a few of the staging folders and didn't see any metadata files, just the contents of the original archives. What is the point of keeping both the archives and unpacked files? Seems like it consumes unnecessary space. When deploying a mod, why not just unpack the archive directly into the game folder?
  22. I want to set up a routine backup for all my mods and and Vortex data not only for recovery, but in case I want to transfer everything seamlessly to a new system. I am using Windows 7 x64 (inb4 you need to upgrade bruh). This is one folder I discovered: C:\Users\username\AppData\Roaming\Vortex\skyrim\mods Looks to be some sort of library from which mods are copied to Skyrim's data folder when enabled in Vortex. What becomes of the archive files that are added to Vortex prior to being enabled? Are they extracted here? tl;dr: What files and folders do I need to back up to ensure a seamless transfer?
  23. The lines needed have to be exactly as this if you have all DLCs [General] bAllowMultipleMasterFiles=1 bAllowMultipleMasterLoads=1 [Archive] SArchiveList=Skyrim - Textures.bsa,Skyrim - Meshes.bsa,Skyrim - Animations.bsa,Skyrim - Voices.bsa,Skyrim - Interface.bsa,Skyrim - Misc.bsa,Skyrim - Sounds.bsa,Skyrim - VoicesExtra.bsa,Skyrim - Shaders.bsa,Update.bsa,Dawnguard.bsa,Hearthfires.bsa,Dragonborn.bsa SResourceArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Interface.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa, Skyrim - VoicesExtra.bsa, update.bsa, Dawnguard.bsa, Dragonborn.bsa SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa This is the way my SkyrimEditor.ini is set up and have had no problems loading any of the DLCs. Necro'ing this thread to confirm that these changes also fixed my CK startup crash with Shared\misc\BGSLocalisedString.cpp which OP was also experiencing. I've been using CK for a while, but something must have modified the .ini file.
×
×
  • Create New...